Cast-Offs of Divinity - A Merchants of Divinity Quest

[X] Plan: Final Godly Review
-[X] Skill training (Jörmungandr) (Social knowledge (Clandestine Proceedings)) (3 TAP)
-[X] Skill training (Science (Chemistry)) (1 TAP)
-[X] Work: Things seem to be back to "Business as usual". For however usual this business is. Expected pay: 1-3 Decent dots. (2 AP)
-[X] Get to know your new employers. How did they come to be mercenaries? How does the mercenary business work? (3 AP)
-[X] Steve - The Builder. Dispute the unfortunate association with (ugh) manual labor, you can see the merit in a god of building grand works. (4 AP)
 
To gain Professor Tweed's attention you will need to personally mentor someone up to a professional level in a skill which they then go on to use in a professional capacity.
The student must not have had any significant preexisting level of skill in the subject. (max level of 1)
This teaching must be done purely for the sharing of knowledge. Not payment or favors.
Supporting use counts, right?
I.e. A mercenary using medical skills to save the lives of their teammates.
Is professional here skill level 3 or skill level and one specialization both on 3?


[X] Plan: Final God and First Student
-[X] Skill training (Jörmungandr) (Social knowledge (Clandestine Proceedings)) (3 TAP)
-[X] Skill training (Teaching) (1 TAP)
-[X] Work: Things seem to be back to "Business as usual". For however usual this business is. Expected pay: 1-3 Decent dots. (2 AP)
-[X] Go looking for a student. (Write in skill/specifics) (3 AP)
--[X] The gang of mercs, argue that they need someone capable to administer first aid if they don't want the weird accidents they keep having to kill one of them before you arrive to save their live. First student to competence is free!
-[X] Steve - The Builder. Dispute the unfortunate association with (ugh) manual labor, you can see the merit in a god of building grand works. (4 AP)


As for setting up an underground hospital, it's better to get rid of it right away, because after that we will be busy building a laboratory, so we may not have time for this in the future.
Besides the AP cost, it also gets us a "non-trivial obstacle, but not necessarily absolute" on human experimentation.
MD Old Bones

****

First, do no harm upon your patients. In exchange you gain supernaturally increased emotional resilience.

Needless to say, it would pose certain non-trivial obstacles to human experimentation, but not necessarily absolute ones.
 
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Supporting use counts, right?
I.e. A mercenary using medical skills to save the lives of their teammates.
Is professional here skill level 3 or skill level and one specialization both on 3?
You are indeed correct.
Three in both. I edited it to clarify.

Besides the AP cost, it also gets us a "non-trivial obstacle, but not necessarily absolute" on human experimentation.
I should mention that there is an action if you want to learn more about this.
...
And I just realized that the action for that must have been dropped by accident during editing. Lemme add it back, and discount it by 1 AP as an apology.
[] Supplemental Research: MD Old Bones. You have questions about exactly how limiting his first contract is. Look into it. (2 1 AP)

The initial contracts at least are relatively common, and thus information on their consequences and uses can be found if you are willing to look. If anyone else has any other questions that could use some in-character research feel free to suggest them.
 
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The initial contracts at least are relatively common, and thus information on their consequences and uses can be found if you are willing to look. If anyone else has any other questions that could use some in-character research feel free to suggest them.
It will be necessary to check this just on the freed AP from the search for food. Surely the gifts of this god will be useful to a mad scientist-biologist, because in the end successful experiments must survive the experiments.
[] Doctor Infinium. Perhaps you would like to try looking further? You don't think you will get much at your current skill level. (4 AP)
[] MD Old Bones. Perhaps you would like to try looking further? You don't think you will get much at your current skill level. (4 AP)
[] Professor Tweed Perhaps you would like to try looking further? You don't think you will get much at your current skill level. (4 AP)
What is meant by searching for additional information? Does this open up new contracts for us?
 
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It will be necessary to check this just on the freed AP from the search for food. Surely the gifts of this god will be useful to a mad scientist-biologist, because in the end successful experiments must survive the experiments.
Shouldn't we check that before we start fulfilling/preparing to fulfill the contract?

And on the surely part:
Hippocratic oath doctor and mad scientist (biology) are like diametrically opposed uses of the same skills.
I'm very worried future contracts will continue coming with conditions that make mad science (medical fields) harder.
(Like this one will put "non-trivial" obstacles on human experimentation, nothing we can't overcome, but is it really worth it?)
 
Shouldn't we check that before we start fulfilling/preparing to fulfill the contract?
In my plan, the creation of an operating room is necessary first of all to receive an increased bonus for medical throws. We get +5 from the first aid kit, so imagine how much more an equipped operating room will give.
The lab assistant will be there in case we are busy, but the mercenary team needs first aid. He may even be our student if he fits the criteria.
 
In my plan, the creation of an operating room is necessary first of all to receive an increased bonus for medical throws. We get +5 from the first aid kit, so imagine how much more an equipped operating room will give.
The lab assistant will be there in case we are busy, but the mercenary team needs first aid. He may even be our student if he fits the criteria.
Uh, I assumed those options have a "only for treating people free of charge" clause, unless they cost a bunch of money.
One easy way to find out:
[] Arrange for an operating theater. You will need somewhere to work, and make sure you have sufficient supplies. (2 AP)
[] Arrange for an assistant. A final line of defense against interruptions. Someone to make sure all your patients arrive on time, and fill any holes in your schedule. (2 AP)
@JayTar
Do these options give general bonuses, or are they purely for the MD Old Bones attention actions?
 
Vote Timer Notice
Setting the vote to end in roughly 48 hours: Mar 5, 2024 at 8:00 PM
Give people time to see the plans and vote.
Might end it sooner if there is no activity, but the voting is currently a little sparse. Which is a shame because we are getting to the point where the choices start to reflect on what sort of path you want to start down! What god you want to reach out to first is a big choice.
 
"Uh." you hear Skippy vocalize on the other side of the room. Where he was organizing a set of wire cutters and wrenches.

You look over to Slick who pauses in cleaning suspiciously rust colored stains off of a knife. To Senior who was fretting over a singed spot on his hat. To Leader who meets your gaze with a deadpan stare.
The team are certainly a bunch of characters, that's for sure. Kind of gives me Academy City/Railgun vibes, particularly the Scavenger team.

Not really sure when we'll have reason to use Therapy and Pharmaceuticals, but I guess we don't have a skill cap either, so it's whatever.

… And find that you are already on the unrestricted whitelist for his Cube.

Dammit Jörmungandr. It's no fun if you make the victory easy.
Norman seems like a good and caring brother. I like their relationship a lot so far.

He also is clearly quite well informed of how the city works, though his specialty makes that patently obvious. I wonder if he's an inspector, the ones noted to investigate unethical science practices? It would fit his skillset and general impression of being on top of things in terms of information.

As an aside, I wonder what kind of dangers the disaster team is going to bring us? The lab is straightforward enough with its immoral superiors, but perhaps the team has a sponsor who dislikes loose ends?

Professor Tweed

**

You, the contracted, must spend at least 1 action a week on teaching. In exchange, you may make simple illusions for the purpose of teaching aids.
Hm. Not really liking the vibe of Tweed's contracts. If you want to teach, then it's fine, but again, teaching isn't what we're a prodigy of or even talented in. Leviathan is made to do biological science shenanigans with a side of doctoring. It's not something I want to dedicate 20% of the rest of our quest to.

I will note, however, that this means that there are some amazing teachers in the city if we have the money.

...It also means that it would be very easy to kidnap a teacher and force them to teach you things. That's my obligatory Leviathan thought.

You may teach any skill up to your level in the skill.
They gain dice equal to 1+(Teaching skill + specialty)/3
When tutoring one on one, each 2 AP spent may affect all their TAP.
But for the sake of completess I will analyse this:

Base training is 3d3 = 6 exp per TAP. That means we get 6*4 = 24 exp per turn, so we can get Teaching 2 in a turn or two, after which we give +2 dice to students. Getting a 3+3 skill (Science or Medicine in this case) takes 290 exp, and a tutored student learns at 10 exp/TAP (that's 67% quicker, so boy are teachers important this early on) which means that they'll finish tutoring in 8 weeks. That's 16 AP total to contact the god, which is roughly in line with MD Old Bones, if significantly spread out in time.

Now, onto planmaking!

[X] Plan: Preparing the Foundation
-[X] Skill training (Jörmungandr) (Social knowledge (Clandestine Proceedings)) (2 TAP)
-[X] Skill training (Jörmungandr) (Organizational knowledge (AI administrator protocols)) (2 TAP)
-[X] Work: Things seem to be back to "Business as usual". For however usual this business is. Expected pay: 1-3 Decent dots. (2 AP)
-[X] Food: Perhaps you would like to change your diet? Presents diet options. May be modified by your current wealth level. (1 AP)
-[X] Get to know your new employers. How did they come to be mercenaries? How does the mercenary business work? (3 AP)
-[X] Steve - The Builder. Dispute the unfortunate association with (ugh) manual labor, you can see the merit in a god of building grand works. (4 AP)

We should really get out of the timesink of dumpster diving, since we have a modestly reliable income of 0-2 decent dots in disposable income. Spending 20% of that to get 10% more time more than a fair deal. Researching Steve is doing our due diligence, though admittedly I don't think he's going to be our kind of god. After that we should develop our most important contact further, which is useful for the simple reason that they'll be a core part of our foreseeable future.

Training is entirely with Norman/Jörmungandr because training with him is legitimately twice as efficient as anything else, except our already well-trained science skills I suppose. With him we're training at 6d3 = 12 exp/TAP, so 2 TAP will get us level 2 in the new specialty, which I'm assuming will be useful since it comes from a key NPC. After that getting AI Protocols to 3 will be continuously useful since we can see that the AI check can be relevant almost anywhere in the city. We'll need to spend an additional 2 TAP next turn on it though.

In terms of goals I will say that we should wait another week with acquiring a decent lab, for the simple reason that we need a slight money buffer for food and emergencies, so spending all 5 decent dots on a lab now is a bit early. But once we have a lab we can begin with Infinium's contact, and it will also be an avenue to acquire more money via our mercenary team contact. Selling them useful inventions will be a key way to scale up our income in the future.

My personal goal is not to get into cybernetics or augmentations, because that's not really my interest, but rather creating cool and powerful creatures who can do things for us instead. Perhaps something which looks like a Lairon/Aggron or some other cool monster. The aesthetic has a lot of potential, plus it has mechanical benefits in the sense that getting someone else to do the fighting circumvents our permanently subpar combat skill.

I'll likely approval vote @MrRageQuit's plan later, but for now this is what I think is the best plan available to us.
 
[X] Plan: Preparing the Foundation

okay, yeah, we should probably train teaching to save time in the long run.
 
We should really get out of the timesink of dumpster diving, since we have a modestly reliable income of 0-2 decent dots in disposable income.
The one issue is that since the 1 AP is currently committed, you only have a maximum of 9 AP to spend and I'm not sure if you can replace it with the Food AP, which is why I hadn't included it in my plan given the need to cover the merc social and Steve the Builder. Now, if @JayTar okays it, then I'll switch my vote to your plan.
 
Hm. Not really liking the vibe of Tweed's contracts. If you want to teach, then it's fine, but again, teaching isn't what we're a prodigy of or even talented in. Leviathan is made to do biological science shenanigans with a side of doctoring. It's not something I want to dedicate 20% of the rest of our quest to.
Its gonna be less than 20% when the AP grow, and accentuates mad scientist nicely (mad professor).
 
The one issue is that since the 1 AP is currently committed, you only have a maximum of 9 AP to spend and I'm not sure if you can replace it with the Food AP, which is why I hadn't included it in my plan given the need to cover the merc social and Steve the Builder. Now, if @JayTar okays it, then I'll switch my vote to your plan.
Hmm, I'm a little split on this. In theory you could front-load the food action and thus not have to spend time foraging during the rest of the turn.

Tell you what. You can skip out on the 1 AP for foraging. I'll roll it against a somewhat higher DC, and if you don't pass you will end up skipping a few meals, with the associated consequences. Also you will have to pay the cost for whatever food plan you go with for this turn instead of it starting next turn.
 
The one issue is that since the 1 AP is currently committed, you only have a maximum of 9 AP to spend and I'm not sure if you can replace it with the Food AP, which is why I hadn't included it in my plan given the need to cover the merc social and Steve the Builder. Now, if @JayTar okays it, then I'll switch my vote to your plan.
Hmm, I'm a little split on this. In theory you could front-load the food action and thus not have to spend time foraging during the rest of the turn.

Tell you what. You can skip out on the 1 AP for foraging. I'll roll it against a somewhat higher DC, and if you don't pass you will end up skipping a few meals, with the associated consequences. Also you will have to pay the cost for whatever food plan you go with for this turn instead of it starting next turn.
I'd say that's fine? Our average Foraging is 14, so there's a decent chance we fail that increased DC, but I also don't think we're doing anything critical this turn either which would care about a potential -1 somewhere. Time is money etc.

Its gonna be less than 20% when the AP grow, and accentuates mad scientist nicely (mad professor).
I think we're just going to have to agree to disagree on the teaching thing. I understand you like the idea of teaching, but I just think specialising in our prodigy/talented skills is better in general.
 
Hmm, I'm a little split on this. In theory you could front-load the food action and thus not have to spend time foraging during the rest of the turn.

Tell you what. You can skip out on the 1 AP for foraging. I'll roll it against a somewhat higher DC, and if you don't pass you will end up skipping a few meals, with the associated consequences. Also you will have to pay the cost for whatever food plan you go with for this turn instead of it starting next turn.
I'd say that's fine? Our average Foraging is 14, so there's a decent chance we fail that increased DC, but I also don't think we're doing anything critical this turn either which would care about a potential -1 somewhere. Time is money etc.
Well then.

[X] Plan: Preparing the Foundation
 
Vote closed
Update going to need a short while. Maybe tomorrow.
Scheduled vote count started by JayTar on Mar 2, 2024 at 11:37 PM, finished with 30 posts and 10 votes.

  • [X] Plan: Preparing the Foundation
    -[X] Skill training (Jörmungandr) (Social knowledge (Clandestine Proceedings)) (2 TAP)
    -[X] Skill training (Jörmungandr) (Organizational knowledge (AI administrator protocols)) (2 TAP)
    -[X] Work: Things seem to be back to "Business as usual". For however usual this business is. Expected pay: 1-3 Decent dots. (2 AP)
    -[X] Food: Perhaps you would like to change your diet? Presents diet options. May be modified by your current wealth level. (1 AP)
    -[X] Get to know your new employers. How did they come to be mercenaries? How does the mercenary business work? (3 AP)
    -[X] Steve - The Builder. Dispute the unfortunate association with (ugh) manual labor, you can see the merit in a god of building grand works. (4 AP)
    [X] Plan: The arrangement of the workplace and normal food.
    -[X] Skill training (Jörmungandr Grimm) (Clandestine Proceedings) (2 TAP)
    -[X] Skill training (Chemistry) (2 TAP)
    -[X] Work: Things are quiet with Leader's injuries, but you can probably convince them to pay you for the followups on her current injures. Expected pay: 2-3 Decent dots. (2 AP)
    -[X] Food: Perhaps you would like to change your diet? Presents diet options. May be modified by your current wealth level. (1 AP)
    -[X] Arrange for an operating theater. You will need somewhere to work, and make sure you have sufficient supplies. (2 AP)
    -[X] Arrange for an assistant. A final line of defense against interruptions. Someone to make sure all your patients arrive on time, and fill any holes in your schedule. (2 AP)
    [X] Plan: Final Godly Review
    -[X] Skill training (Jörmungandr) (Social knowledge (Clandestine Proceedings)) (3 TAP)
    -[X] Skill training (Science (Chemistry)) (1 TAP)
    -[X] Work: Things seem to be back to "Business as usual". For however usual this business is. Expected pay: 1-3 Decent dots. (2 AP)
    -[X] Get to know your new employers. How did they come to be mercenaries? How does the mercenary business work? (3 AP)
    -[X] Steve - The Builder. Dispute the unfortunate association with (ugh) manual labor, you can see the merit in a god of building grand works. (4 AP)
    [X] Plan: Final God and First Student
    -[X] Skill training (Jörmungandr) (Social knowledge (Clandestine Proceedings)) (3 TAP)
    -[X] Skill training (Teaching) (1 TAP)
    -[X] Work: Things seem to be back to "Business as usual". For however usual this business is. Expected pay: 1-3 Decent dots. (2 AP)
    -[X] Go looking for a student. (Write in skill/specifics) (3 AP)
    --[X] The gang of mercs, argue that they need someone capable to administer first aid if they don't want the weird accidents they keep having to kill one of them before you arrive to save their live. First student to competence is free!
    -[X] Steve - The Builder. Dispute the unfortunate association with (ugh) manual labor, you can see the merit in a god of building grand works. (4 AP)
 
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